Contents

Basic Rules

Plausibility over all! We want to create a fun ATL where each person can have a good time while still having a bit of fun, needed, competition.

Every day in real-life is 1 year in-game, until 1900, in which every day will be one-half of a year. Do not edit past turns past 1 hour of the new turn being posted (unless with a really good excuse). Turns will start at a TBD time every day.

A new map will be made at least every 5 years. Interim maps may be authorized by the moderator staff. Only mods may make the official maps, based upon the Map Issues section of the Talk Page.

Technology will follow the below technology template, which will be enforced via mod events. The template will begin with OTL dates, but will change based upon ATL changes. If there is a technology which is not addressed by the template, please let us know.

The game ends when we have reached the present year, which will be 2015. That gives us a solid 226 years to develop our nations and do all other map game like activities, but we will have even more turns than that. We should have a total of 341 turns.

With these many turns, we will archive the map game regularly (every 15 years).

You may only switch nations if you have been defeated completely in a war with another player. Exceptions may be made on a case-by-case selection. However, you do not have to switch and can possibly keep on playing as part of a colonial empire.

HAVE FUN!

Each Turn

Every turn, which represents one year, the average nation will get 3 points worth of actions to spend. Points do not carry over (ie, if you spend 1 point one year, you do not get 4 the next year). Here is the weight of various activities you can write about:

Counter an economic recession: 12 points (4 years of only economic recovery)

Initiate a war and initial offensive: 3 points (must be in all in 1 year)

Launch an offensive: 2 points (can be in 2 consecutive years for a winter campaign -- see Algo)

National Bonuses

Every nation has its strong suits. For example, the British navy was the best of its time while the French army managed to conquer almost all of Europe in a decade. To reflect these advantages, different nations will get "national bonuses."

All bolded nations get 9 points to spend per turn.

All italicized nations get 6 points to spend per turn.

France: Does not cost any points to declare war; Costs 1 point to launch an offensive

Great Britain: All colonial/expansion actions cost half as many points as normal

Russia: Is not affected by Recent Wars Penalty

USA: Enemy-of-My-Enemy Support is a multiplier of 3.

Warfare

To determine the most fair outcome of a war, we mix a number of factors ranging from will to fight, population, economy, infrastructure, military prowess, technological advancements, etc. In order to compile all of these pieces of data, we use the lovely algorithm! I know, loads of fun!

Note: Mods may overrule use of an algorithm in the case of an implausible result.

Algorithm

Location

At the Front: 10

Next to the Front: 8

Slightly removed from the Front: 6

Distant from the Front: 2

Across a major Sea from the Front: 0

Tactical Advantages

Defender

Infrastructure over 1: 1

Infrastructure over 2: 3

Infrastructure over 5: 6

Defensive line along Front: 4

Natural Geographic Defense:

Mountains: 3

Desert: 1

Tundra: 2

Attacker

Great General (from Mod Events): 8

Superior Tactics (must be approved): 4

Relative Strength

Note: The size of the economy/military does not necessarily correlate directly to which nation has a larger economy/military score.

Enemy-of-my-Enemy Support: Multiply 1 by the number of nations sending this type of support

Coalition Support: 6

Population

Larger Population by 2x or less: 1

Larger Population by 2x-5x: 5

Larger Population by 5x-10x: 8

Larger Population by 10x+: 10

Recent Conflicts

Recent War (within past decade): -2 for each year

National Tradition

This score factors in your nation's age, the tradition of military greatness, and other factors. For example, in a largely naval war Great Britain would have an advantage, while Prussia would have an advantage in a cavalry sense. This part of the algo varies on a case by case basis, so leave it empty and a mod will edit it, if applicable.

Results

Results of a war will be quite straightforward, the side with the higher algorithm score will win the war, and the side with the lower algorithm score will lose the war.

However, what makes this Map Game a bit more fun is the process of writing treaties. Should no treaty be worked on towards the end of the war, the mods will create plausible terms that probably are less favorable to the attackers, so it is good to make a treaty.